Blood Sun
Rivals of Ixalan · #92 · Rare

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Enchantment
When this enchantment enters, draw a card.
All lands lose all abilities except mana abilities.
As the struggle raged for control of the Immortal Sun, the world grew dark under a blood-red sky.
Card details
- Shown printing
- Rivals of Ixalan (RIX)
- Artist
- Emrah Elmasli
- Color identity
- Red
- Colors
- Red
- Mana value
- 3
- First released
- January 19, 2018
- Printings
- 3
- EDHREC rank
- #16051 on EDHREC
- Market price
- $0.40 (cheapest printing, updated weekly)
Legality
- StandardNot legal
- PioneerLegal
- ModernLegal
- LegacyLegal
- VintageLegal
- CommanderLegal
- PauperNot legal
- BrawlLegal
- Standard BrawlNot legal
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
- FutureNot legal
Rulings (6)
A mana ability is an ability that produces mana, not an ability that costs mana.
If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.
If a land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it applies. The same is also true of any other abilities of a land that modify how it enters the battlefield or apply “as” it enters the battlefield, such as the first ability of Unclaimed Territory.
If a land has an ability that continuously changes the types of other lands (such as Urborg, Tomb of Yawgmoth does), that ability will apply before Blood Sun removes that land’s abilities. If a land has an ability that grants abilities to other objects, Blood Sun will stop it from doing so.
If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.
Land cards not on the battlefield aren’t affected.
All printings
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Card data and images from Scryfall.